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Cyberdreams

   (212 reviews)
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About This File

Well, and now the key question: WHAT IS CYBERDREAMS? In our opinion, we consider that Cyberdreams can be described, first, as a pile of Doom levels in which the point is killing Cyberdemons in several ways and situations. But if you have been playing Doom for a long time and have tried the different playing modes (solo, deathmatch and ctf - who the hell plays cooperative?), after finishing Cyberdreams maybe you'll have the sensation that this is a different way of playing Doom in which you probably never thought before.

Killing a Cyber never was so difficult in the original game: you had a lot of weapons and ammunitions to fulminate them in a second. The difference in Cyberdreams is that your only "weapons" will be your movements, your strategy and a bit of your imagination. The only real weapon that you'll be able to use (and just in a few maps) will be the pistol. And not for killing a Cyber, but for doing other things (anyway, killing a Cyber with the pistol seems completely ridiculous and boring...).

You'll find while playing Cyberdreams that in some levels you can exit without killing all the Cybers. We really tried to avoid it, but in some cases it seems impossible, because of the design of the level. At least for us it's clearly obvious that the REAL point of each map is kill them all before exiting. Think about it.

We think the best way to realize what Cyberdreams is is to start trying it. And if you get interested in the first levels, you'll probably enjoy the rest of them, which become more attractive and complex. The ambientation of the maps is in most of the cases simple and accurate as well. We have been designing Doom levels for more than a year and a half and we almost have imagined everything that can be done using Doom editors. We got tired a long time ago of seeing the same kind of maps with the same kind of structures. In general, people have forgotten that risk can be one of the best tools while designing. In Cyberdreams levels there is a bit of that risk, and a bit of our experience. All we can say is that we tried to make the detailing and the texture alignments in an almost perfect way. For the rest of the things, the veredict belongs to you. We'll surely respect your opinion, but first... please take a look at the whole adventure.

One last thing: the Dehacked modifications refer only to text sequences, weapons, ammunitions and cheat codes. The behaviour of Cyberdemons and the rest of the things KEEPS BEING THE SAME as in the original Doom. Maybe YOUR behaviour won't be the same after playing this adventure, but...

So that's the story. As simple as it seems. We're dying to see what's your opinion about Cyberdreams. Just remember that there is more information in this text file that can be interesting for you while (or even after) playing it. Thank you and good luck.


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DeXiaZ

  

One of the wads of my childhood. It was pretty interesting and challenging. The level design wasn't bad, especially for the 1998.

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Spie812

  

This wad does something that very few others do: something different. The only way to know that you like what the authors did is to try it yourself. In my opinion, the concept is very well pulled off. Every level is different and has its own method to solve the puzzles given. Overall, an excellent and creative mapset that everyone should at least try.

 

My only complaint with the wad is that some of the late levels (Map21 and Map26 most notably) can be pretty luck-based and frustrated.

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JudgeDeadd

  

It's interesting how figuring out the best way to avoid a Cyberdemon's shots can be a puzzle in itself, without the need for complex switch hunts. The difficulty is notably uneven with some easy levels mixed in with truly hard ones.

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Zen3001

  
interresting and enjoyable concept im just got kinda bored of it

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Dynamo

  
Absolutely legendary wad that pushes the Doom gameplay to astonishing new realms. A collection of clever puzzle challenges requiring you to kill cyberdemons in various ways without using weapons to progress, Cyberdreams is simply one of the best wads ever made, even if sometimes it can be slightly unfair and even if it plays nothing like the classic Doom. Don't do the grave mistake on skipping this one. 5/5

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Tifosi 92

  
Reminded me, in multiple ways, of Chip's Challenge. Old-school puzzle gaming at its fined. Loved it.

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Doomkid

  
Creative!

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Combinebobnt

  
Original idea and fantastic in execution

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uhbooh

  
Nice

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Guest

Unknown date

  
Good idea, cool mapping tricks, but design is too mockery and many levels/actions is too repetitive. *** /hth

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Guest

Unknown date

  
A beautiful megawad with the perfect amount of difficulty. I hope to see Cyberdreams 2 some time soon.

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Guest

Unknown date

  
You are frikkin awesome! I just had a thought, make levels full of different monsters and you have to use tricks to kill them all! ;)

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Guest

Unknown date

  
love it. 5/5 Admiral Xolzo.

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Guest

Unknown date

  
one of the most inventive doom2 wads ever made. high five :) - lord_record

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Guest

Unknown date

  
crap like all concept wad

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Guest

Unknown date

  
This Wad is AWESOME! Through the lack of weapons and ammo, and the pistol your only choice. The traps, cunning skills and dodgings will prove better otherwise than weapons. The traps are set up good and it's up to you to get them right. Good work! I'm impressed! 10/10

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Guest

Unknown date

  
***** An incredible levelset. Very creative, very challenging. Great job. Hope there's gonna be an Archviledreams! ;-)

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Guest

Unknown date

  
Five stars. Gets a bit monotonous after a while - you spend a lot of time flicking switches sequentially whilst under cyberdemon fire - but it's one of a tiny number of puzzle-style levelsets that successfully transforms Doom into something it isn't. There were lots of Doom-as-puzzle-game wads in the early days, presumably designed by old Zork fans, but this is one of the few that actually works and entertains.

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Guest

Unknown date

  
meh....I really don't get it....

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Guest

Unknown date

  
An ingeanious set of levels! The ways the creator found to kill the cybers is amazing! 5 stars baby! CT

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Guest

Unknown date

  
One of the best wads i've ever played... just great!

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Guest

Unknown date

  
Holy fecking crap. I've been looking for a challenge like this for AGES. Please tell me CYBERDREAMS 2 is in the making...

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Guest

Unknown date

  
Gives the player a series of hard challenges that get harder every level. Very well designed, and fun. 5/5

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Guest

Unknown date

  
Absolutely genius.

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Obsidian

Unknown date

  
FINALLY finished it! An excellent innovative challenge that I would recommend to anyone. 5 stars. - Obsidian

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
    • By Zalewa · Posted
      If you want something that looks uncomplicated but fair looking, easy but not uninvolved, non-linear but small, somewhat blocky but still good architecture and very quick to beat without ever saving throughout all 9 maps then this is your WAD. I played it, I liked it. Design themes stray towards the original E4, but are not exactly the same.
    • By Copenhagen Bram · Posted
      This is the first non-Euclidean doom wad I've ever seen! And it's done right! That must've been some project. Well done.
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